[Ohrrpgce] SVN: james/4440 Fiddling with the arbitrary sprite editor tester

2011-06-14 Thread subversion
james
2011-06-14 10:18:21 -0700 (Tue, 14 Jun 2011)
49
Fiddling with the arbitrary sprite editor tester
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[Ohrrpgce] [Bug 910] All alter npc and read npc commands on NPC references broken

2011-06-14 Thread bugzilla-daemon
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=910

Bob the Hamster b...@hamsterrepublic.com changed:

   What|Removed |Added

Summary|NPC scripting Backcompat|All alter npc and read
   |broken in latest nightly|npc commands on NPC
   |(Bell of Chaos) |references broken

--- Comment #3 from Bob the Hamster b...@hamsterrepublic.com 2011-06-14 
10:27:51 PDT ---
This affects all alter NPC commands and all read npc commands, any time the
command is called with a reference instead of an ID number

I know how to fix this now.

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[Ohrrpgce] SVN: james/4441 Fix bug 910 'All alter npc and read npc commands on NPC references b

2011-06-14 Thread subversion
james
2011-06-14 10:31:14 -0700 (Tue, 14 Jun 2011)
79
Fix bug 910 'All alter npc and read npc commands on NPC references broken'
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U   wip/IMPORTANT-nightly.txt
U   wip/yetmore.bas
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[Ohrrpgce] [Bug 910] All alter npc and read npc commands on NPC references broken

2011-06-14 Thread bugzilla-daemon
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=910

Bob the Hamster b...@hamsterrepublic.com changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED

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[Ohrrpgce] [Bug 911] New: Passability/walls broken in nightly builds

2011-06-14 Thread bugzilla-daemon
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=911

 Bug #: 911
   Summary: Passability/walls broken in nightly builds
Classification: Unclassified
   Product: OHRRPGCE
   Version: 20110506 Zenzizenzic
  Platform: PC
OS/Version: All
Status: NEW
  Severity: normal
  Priority: P3
 Component: Maps
AssignedTo: ohrrpgce@lists.motherhamster.org
ReportedBy: b...@hamsterrepublic.com


Last friday I was cleaning up some of the passability checking code in yetmore,
and I have clearly fallen down on my testing job, because I broke something
pretty badly. Some walls work, but others do not.

The trouble began in this revision:


r4429 | james | 2011-06-10 10:54:06 -0700 (Fri, 10 Jun 2011) | 2 lines

A little more option explicit cleanup

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[Ohrrpgce] SVN: james/4442 Remove my note about bug 910 from IMPORTANT-nightly.txt

2011-06-14 Thread subversion
james
2011-06-14 11:19:55 -0700 (Tue, 14 Jun 2011)
178
Remove my note about bug 910 from IMPORTANT-nightly.txt
because it could not cause any data corruption problems, and was not around 
that long there is no reason to note it there
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[Ohrrpgce] SVN: james/4443 Resolve bug 911 'Passability/walls broken in nightly builds'

2011-06-14 Thread subversion
james
2011-06-14 11:20:22 -0700 (Tue, 14 Jun 2011)
61
Resolve bug 911 'Passability/walls broken in nightly builds'
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[Ohrrpgce] SVN: jay/4444 Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan

2011-06-14 Thread subversion
jay
2011-06-14 11:54:27 -0700 (Tue, 14 Jun 2011)
476
Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan.h. 
It's tested as working for surface creation, rendering, and rendering to, with 
transparency. The argbModifier in all the drawing calls works, including 
applying transparency to the entire render. Fixed the surface creation, and a 
few other things (color keys, etc.). Per-vertex colors still need to be 
implemented in the pixel calculation. The engine should avoid using the 
rasterizer calls directly.
---
U   wip/gfx_newRenderPlan.cpp
U   wip/gfx_newRenderPlan.h
U   wip/rasterizer.cpp
U   wip/rasterizer.h
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Re: [Ohrrpgce] SVN: jay/4444 Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan

2011-06-14 Thread Jay Tennant
 From: subvers...@hamsterrepublic.com
 Sent: Tuesday, June 14, 2011 1:54 PM
 
 jay
 2011-06-14 11:54:27 -0700 (Tue, 14 Jun 2011)
 476
 Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan.h. 
 It's tested as working for surface creation, rendering, and rendering to, 
 with transparency. The argbModifier in all the drawing calls works, including 
 applying transparency to the entire render. Fixed the surface creation, and a 
 few other things (color keys, etc.). Per-vertex colors still need to be 
 implemented in the pixel calculation. The engine should avoid using the 
 rasterizer calls directly.
 ---
 U   wip/gfx_newRenderPlan.cpp
 U   wip/gfx_newRenderPlan.h
 U   wip/rasterizer.cpp
 U   wip/rasterizer.h

Making steady progress. Still need to implement managed memory 
for the software rasterizer, get per-vertex colors to influence
the final pixel color, and optimize it *a lot*.

But it should be working much better now. Hardware acceleration
is much closer to being implemented.



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Re: [Ohrrpgce] SVN: jay/4444 Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan

2011-06-14 Thread James Paige
On Tue, Jun 14, 2011 at 12:03:39PM -0700, Jay Tennant wrote:
  From: subvers...@hamsterrepublic.com
  Sent: Tuesday, June 14, 2011 1:54 PM
  
  jay
  2011-06-14 11:54:27 -0700 (Tue, 14 Jun 2011)
  476
  Implemented rasterizer changes, updated gfx_* calls in gfx_newRenderPlan.h. 
  It's tested as working for surface creation, rendering, and rendering to, 
  with transparency. The argbModifier in all the drawing calls works, 
  including applying transparency to the entire render. Fixed the surface 
  creation, and a few other things (color keys, etc.). Per-vertex colors 
  still need to be implemented in the pixel calculation. The engine should 
  avoid using the rasterizer calls directly.
  ---
  U   wip/gfx_newRenderPlan.cpp
  U   wip/gfx_newRenderPlan.h
  U   wip/rasterizer.cpp
  U   wip/rasterizer.h
 
 Making steady progress. Still need to implement managed memory 
 for the software rasterizer, get per-vertex colors to influence
 the final pixel color, and optimize it *a lot*.
 
 But it should be working much better now. Hardware acceleration
 is much closer to being implemented.

I still can't test any of this because rasterizer.cpp won't compile with 
gcc, but I am looking forward to testing this in the future :)

---
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Re: [Ohrrpgce] Strange bug in Wandering Hamster

2011-06-14 Thread James Paige
On Mon, Jun 13, 2011 at 04:52:14PM -0500, Mike Caron wrote:
 The other day, I fired up Wandering Hamster to check out the parallaxing  
 effect on Troll Mountain (very neat, incidentally). Afterwards, my party  
 was a bit beat up, so I went to the nearest inn, which was Broaste's 
 castle.

There was a bug in the parallax script that should have caused the world 
map to be broken when you exited the mountain. I just fixed it today. I 
have no idea how you avoided it.

 As soon as I entered the interior of the castle, however, the menu  
 beeping sound started looping continuously, and continued to play  
 forever, even when I went out side.

Is this repeatable? Can you get it to happen every time you visit that 
map?

 I was able to make it stop by opening the real menu, and moving the  
 cursor a few times until I managed to preempt the sound.

 I did not test any other interior maps, but since there is no such  
 distinction in the OHR, I doubt that means anything. It did not occur on  
 the World Map, the castle exterior or the mountain.

 (incidentally, you should add a category to bugzilla for Wandering  
 Hamster and other official games)

I have a page on the Wiki for Wandering Hamster bugs... and I was about 
to link to it when I saw you had already commented on it before, so i 
guess you know where it is :)

I would rather not put non-engine game bugs on bugzilla. (although what 
you describe does sound more like an engine bug)

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Re: [Ohrrpgce] Strange bug in Wandering Hamster

2011-06-14 Thread Mike Caron

On 14/06/2011 4:10 PM, James Paige wrote:

On Mon, Jun 13, 2011 at 04:52:14PM -0500, Mike Caron wrote:

The other day, I fired up Wandering Hamster to check out the parallaxing
effect on Troll Mountain (very neat, incidentally). Afterwards, my party
was a bit beat up, so I went to the nearest inn, which was Broaste's
castle.


There was a bug in the parallax script that should have caused the world
map to be broken when you exited the mountain. I just fixed it today. I
have no idea how you avoided it.


Hmm, I may have gone to the inn first, and THEN the mountains. Actually, 
that's almost certainly the case. So, had I not simply exited from the 
mountain, then it would likely have triggered.



As soon as I entered the interior of the castle, however, the menu
beeping sound started looping continuously, and continued to play
forever, even when I went out side.


Is this repeatable? Can you get it to happen every time you visit that
map?


Yes. I tried it several times, and it happened every time. I did not try 
restarting the program, but I will try tonight.



I was able to make it stop by opening the real menu, and moving the
cursor a few times until I managed to preempt the sound.

I did not test any other interior maps, but since there is no such
distinction in the OHR, I doubt that means anything. It did not occur on
the World Map, the castle exterior or the mountain.

(incidentally, you should add a category to bugzilla for Wandering
Hamster and other official games)


I have a page on the Wiki for Wandering Hamster bugs... and I was about
to link to it when I saw you had already commented on it before, so i
guess you know where it is :)


This cannot have been any time in the last 3 years _

That said, I probably should have checked there first (though, how 
quickly would it have been spotted?)



I would rather not put non-engine game bugs on bugzilla. (although what
you describe does sound more like an engine bug)


Fair enough.


---
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[Ohrrpgce] [Bug 911] Passability/walls broken in nightly builds

2011-06-14 Thread bugzilla-daemon
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=911

--- Comment #1 from Bob the Hamster b...@hamsterrepublic.com 2011-06-14 
14:36:58 PDT ---
Fixed. I just made a stupid mistake when I was cleaning up wrappass.

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[Ohrrpgce] [Bug 911] Passability/walls broken in nightly builds

2011-06-14 Thread bugzilla-daemon
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=911

Bob the Hamster b...@hamsterrepublic.com changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED

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[Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compile requirements. I think it will wor

2011-06-14 Thread subversion
jay
2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011)
163
Removed visual studio-specific compile requirements. I think it will work now 
on gcc (though I can't verify that). long long is the equivalent of __int64, 
right?
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U   wip/rasterizer.h
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[Ohrrpgce] SVN: jay/4447 Implemented vertex coloring.

2011-06-14 Thread subversion
jay
2011-06-14 19:15:53 -0700 (Tue, 14 Jun 2011)
28
Implemented vertex coloring.
---
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U   wip/rasterizer.cpp
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[Ohrrpgce] SVN: jay/4448 Trying to address transparent triangles overlaying each other in a singl

2011-06-14 Thread subversion
jay
2011-06-14 19:37:27 -0700 (Tue, 14 Jun 2011)
114
Trying to address transparent triangles overlaying each other in a single quad 
render. The overlap is smaller now.
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[Ohrrpgce] SVN: jay/4449 Adding memory management for surface and palette creation/deletion for s

2011-06-14 Thread subversion
jay
2011-06-14 19:56:35 -0700 (Tue, 14 Jun 2011)
91
Adding memory management for surface and palette creation/deletion for software 
rasterizer.
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[Ohrrpgce] [Bug 912] New: Sound effects get caught looping when going from one map to another

2011-06-14 Thread bugzilla-daemon
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=912

 Bug #: 912
   Summary: Sound effects get caught looping when going from one
map to another
Classification: Unclassified
   Product: OHRRPGCE
   Version: 20110506 Zenzizenzic
  Platform: PC
OS/Version: Windows
Status: NEW
  Severity: normal
  Priority: P3
 Component: Sound Effects
AssignedTo: ohrrpgce@lists.motherhamster.org
ReportedBy: msw...@cridertheory.com


First before I forget, I just noticed you don't have Windows 7 as an OS option
when reporting a bug.

Anyways, I saw some discussion on this in the archives, and I can confirm that
this is NOT just a Wandering Hamster bug, but most likely an engine bug.  I
encountered this while playing Vikings of Midgard and told Fenrir about it,
thinking it was probably a Vikings bug since it was the only time I had
encountered it.  For me using Zenzizenzic, the bug occured when leaving the
World of Ruin Niffleheim Glacier and returning to Thule Village.  Sometimes
(I don't think it was every time, but I honestly don't remember) the 'rushing
wind' sound effect that normally looped in Niffleheim Glacier would continue
looping in Thule.

For reference, here is the post about this bug in Wandering Hamster, reported
by Mike Caron:

The other day, I fired up Wandering Hamster to check out the parallaxing 
effect on Troll Mountain (very neat, incidentally). Afterwards, my party 
was a bit beat up, so I went to the nearest inn, which was Broaste's castle.

As soon as I entered the interior of the castle, however, the menu 
beeping sound started looping continuously, and continued to play 
forever, even when I went out side.

I was able to make it stop by opening the real menu, and moving the 
cursor a few times until I managed to preempt the sound.

I did not test any other interior maps, but since there is no such 
distinction in the OHR, I doubt that means anything. It did not occur on 
the World Map, the castle exterior or the mountain.

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Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compile requirements. I think it will wor

2011-06-14 Thread Seth Hetu
It would be long long int, I think.
http://gcc.gnu.org/onlinedocs/gcc/Long-Long.html

--Seth


On Wed, Jun 15, 2011 at 8:53 AM,  subvers...@hamsterrepublic.com wrote:
 jay
 2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011)
 163
 Removed visual studio-specific compile requirements. I think it will work now 
 on gcc (though I can't verify that). long long is the equivalent of 
 __int64, right?
 ---
 U   wip/fpInt.h
 U   wip/rasterizer.h
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Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-14 Thread Mike
Wouldn't the most portable one be int64_t?
--
Mike Caron

-Original Message-
From: Seth Hetu seth.h...@gmail.com
Sender: ohrrpgce-bounces@lists.motherhamster.orgDate: Wed, 15 Jun 2011 12:12:41 
To: ohrrpgce@lists.motherhamster.org
Reply-To: ohrrpgce@lists.motherhamster.org
Subject: Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compile
 requirements. I think it will wor

It would be long long int, I think.
http://gcc.gnu.org/onlinedocs/gcc/Long-Long.html

--Seth


On Wed, Jun 15, 2011 at 8:53 AM,  subvers...@hamsterrepublic.com wrote:
 jay
 2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011)
 163
 Removed visual studio-specific compile requirements. I think it will work now 
 on gcc (though I can't verify that). long long is the equivalent of 
 __int64, right?
 ---
 U   wip/fpInt.h
 U   wip/rasterizer.h
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Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-14 Thread Seth Hetu
Yes, int64_t is much more specific:
int64_t- exactly 64 bits
long long int   - at least 64 bits wide

So if you're relying on the exact width (e.g., serializing variables),
you definitely want int64_t.

--Seth


On Wed, Jun 15, 2011 at 12:32 PM, Mike caron.m...@gmail.com wrote:
 Wouldn't the most portable one be int64_t?
 --
 Mike Caron

 -Original Message-
 From: Seth Hetu seth.h...@gmail.com
 Sender: ohrrpgce-bounces@lists.motherhamster.orgDate: Wed, 15 Jun 2011 
 12:12:41
 To: ohrrpgce@lists.motherhamster.org
 Reply-To: ohrrpgce@lists.motherhamster.org
 Subject: Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compile
  requirements. I think it will wor

 It would be long long int, I think.
 http://gcc.gnu.org/onlinedocs/gcc/Long-Long.html

 --Seth


 On Wed, Jun 15, 2011 at 8:53 AM,  subvers...@hamsterrepublic.com wrote:
 jay
 2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011)
 163
 Removed visual studio-specific compile requirements. I think it will work 
 now on gcc (though I can't verify that). long long is the equivalent of 
 __int64, right?
 ---
 U   wip/fpInt.h
 U   wip/rasterizer.h
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Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compilerequirements. I think it will wor

2011-06-14 Thread Ralph Versteegen
On 15 June 2011 17:32, Mike caron.m...@gmail.com wrote:
 Wouldn't the most portable one be int64_t?
 --
 Mike Caron

I already suggested int*_t, and in fact switched everything over to
them in the git branch I mentioned earlier, but did not check in
because Microsoft apparently only added stdint.h (standard in C99) in
VC++ 2010 (which Jay said he wasn't using)!

 -Original Message-
 From: Seth Hetu seth.h...@gmail.com
 Sender: ohrrpgce-bounces@lists.motherhamster.orgDate: Wed, 15 Jun 2011 
 12:12:41
 To: ohrrpgce@lists.motherhamster.org
 Reply-To: ohrrpgce@lists.motherhamster.org
 Subject: Re: [Ohrrpgce] SVN: jay/4446 Removed visual studio-specific compile
  requirements. I think it will wor

 It would be long long int, I think.
 http://gcc.gnu.org/onlinedocs/gcc/Long-Long.html

long long is the same thing as long long int, because C type names are
a disaster (trivia: C originally did not have different integral
types, because on the original hardware a char (smallest addressable
item) was the same size as an int or a pointer. I think it didn't
distinguish between signed and unsigned either)

 --Seth


 On Wed, Jun 15, 2011 at 8:53 AM,  subvers...@hamsterrepublic.com wrote:
 jay
 2011-06-14 18:53:56 -0700 (Tue, 14 Jun 2011)
 163
 Removed visual studio-specific compile requirements. I think it will work 
 now on gcc (though I can't verify that). long long is the equivalent of 
 __int64, right?
 ---
 U   wip/fpInt.h
 U   wip/rasterizer.h

BTW, I recommend not using long. It's not portable (and there's
absolutely no reason to use it anyway): for example even on x86_64, in
Linux it's 32 bits, in Windows it's 64 bits. I have no idea what it is
on other architectures (everyone takes it at 32 bit on x86 though).
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